1. Better main menu FPS - i.e. not 15fps all the time
2. Remapable hotkeys - just copy SC2's system, it's pretty much perfect
3. "Random" faction selection - again, just copy SC2
4. Better sized UI. There's no reason to have a scrollbar for a dozen maps on a 1440p screen. There's far too much blank/wasted space.
5. Let me do other things while in queue. I.e. go back to main menu, look at the store, etc.
6. Changing loadouts should apply instantly. Changing my commanders while in queue should have those commanders in game - right now you need to re-queue for it to update (or so it seems).
7. In-game (or at least in the post-match stat-screen) "report" function
8. Ability to "mute" specific player's chat
9. More straightforward "view stats" for other players. Right now it's only via your player-card -> recent matches. It should be available when right-clicking player names in the post-match screen or replay preview. The current "view profile" opens up their Steam profile, which isn't really useful.
10. Buff/Debuff icons for everything. I.e. Icons for close-range cover ignoring, suppression/pin state (i.e. how long until no longer suppressed), etc. No more secret mechanics.
11. More in-depth "ping" system; Attack, Defend, Flank, arty here, off-map, move your units, repair please, etc. Look at Apex: Legends.
12. ctrl+click a commander ability to message other teammates its status: "Recon Run, 27s left on cooldown, need 43 muni (+33/min)"
13. The 'Surrender Vote' shouldn't break like it does now, and it should require you to click yes/no to be counted, rather than assuming not voting = no. For example, if one person doesn't vote in a 4v4, 2 vote yes, and 1 votes no, it should pass since it's 2:1.
14. Show opponent load-outs in-game. Currently there's a button to show your opponents name and faction (and color, if enabled), but it doesn't show their commander/bulletin loadouts despite them being shown in the loading screen (obviously don't show which commander they pick).

Tech / Match-making:

1. More stability / consistent FPS. This is pretty obvious.
2. More responsive / less buggy UI. That bug where you start/stop searching for a match, but the 'search' sound keeps playing (even in-game) is annoying.
3. Better net-code. Having a game start 'frozen' is annoying, especially if it stays 'frozen' for so long that people drop.
4. Map vetos should actually work (looking at you, steppes).
5. Optional "Only similar skill" toggle in match-making. It's annoying to qeue as a ~100 rank player and still get ~1k+ players. If it means 5x longer queue for me, that's fine; that's why it should be optional.
6. "Ready Check" before match start to prevent AFK players. Look at CSGO, for example.
7. Dropper/Leaver matchmaking cooldown/punishment. It's annoying to match consistently with leavers/droppers/AFK players. Again, look at CSGO.
8. "AFK" detection; should tie in with #7. Nothing too aggressive, but no user input for 60 seconds should trigger a warning, and after 2-3 minutes give teammates an option to kick.
9. Fixes, prevention and punishment for 'exploits' (i.e. allied commanders on axis, drop-desync, etc.). This shouldn't rely on submitting a replay to a 3rd party site (here), or an email.

Gameplay:

1. Side armor for vehicles
2. Different forward/reverse speeds for vehicles
3. More terrain impact on vehicle movement. Mud should be slower than soft dirt, which should be slower than hard dirt, which should be slower than a road, etc. With that said, this mechanic should be used sparingly.
4. CONSISTENCY. Right now a ton of ability/units are inconsistent with others of similar types (artillery friendly fire, etc.).
5. The UI should ALWAYS be accurate. I.e. fix MG-cones not being correct when in buildings.
6. Ability UI should update based on situation; i.e. Show if the sturmtiger is going to hit the ground 3ft in front of it.
7. Improved vehicle pathfinding interaction; no tanks phasing through other tanks, but also no KT's dancing around kubels - the kubel should move.
8. Grenade/cover interaction should be based on grenade position, not the attacking squads position (or however it works now).
9. Absolutely no "in-game cheats"; i.e. IRHT, Valentine recon mode, radio intercept, recon flairs etc. Any knowledge the player gains should be through counterable gameplay (i.e. visible and destroyable recon planes), not one-click buttons.
10. Absolutely no "skill-planes" or other "smart" off-maps. Any and all off-map abilities should be manually targeted, and not take into consideration any other information (i.e. targeting vehicles, or buildings, etc.). SDB Good, zeroing arty bad.
11. Global "negative zeal" (see CoH1 Pios). The more of your own units in close proximity of the same type, the worse they should be. Note that this should be per type (inf, MG, mortar, ATG, etc.): A blob of 2x AGrens and 2x Pgrens should get a debuff, a gren, MG42, mortar and PAK should not. This debuff could increase suppression taken and lower their accuracy.
12. All factions should have access to similar 'basic' tools (mortar, MG, sniper, vehicle snare, sandbags/tank traps, etc.). Let's not repeat UKF and launch-OKW/USF.
13. Resource/Command point income scaling with game-size; this would help a LOT with balancing 3v3/4v4.

Post-Launch:

1. Smaller but more frequent balance updates. Ideally weekly or bi-weekly after launch / expansion releases. Every update doesn't need to adjust 20+ units, add 4 new commanders, redesign another 5, and update maps. Just have smaller, frequent updates if/when there are troublesome units or other issues. Games like Path of Exile often have patches consisting of only about 2 game-play changes and 3 bug fixes, but they'll have 3 of those updates in 2 weeks.
2. Consistent "content" schedule, at least early-on. Maybe for the first few months, alternate adding a new map and a new commander every 2 weeks. While not that important for top-tier competitive players, consistent new content really helps keeping the more casual player base, which usually makes up the majority of buyers (which in turn means more sales, more money, and more/longer support).

Unit design:

1. Sniper replaced with "scout" unit with more of a focus on providing LOS for other units via very high sight radius and temporary out-of-cover camo (similar to OST sniper), rather than simply MP-draining. It could still have a "snipe" ability that would cost muni, and possibly suppresses the targeted squad, but it would have a long (40s?) cooldown.

'Would be nice' (these aren't remotely as important as the other suggestions):

1. Gameplay modes other than annihilation and VP. World in Conflict had a really interesting attack/defend mode, similar to Battlefield's "Rush".
2. Pre-match Draft/Ban phase for commanders in ranked modes, similar to MOBA games. This would replace commander loadouts (but not skins/bulletins, if they're in the game).
3. "Event Modes", if the game is popular enough. Suggestions: 100vp mode, no vehicles mode, double vet bonus mode, reduced income mode, 8v8 mode, etc. Not necessarily balanced, but an alternative to standard modes on occasion.
4. Better "Dynamic" music. Again, look at World in Conflict, which varied from calm early-game, to very intense "stress" music near the end of a match. Currently CoH2 basically just toggles between combat and non-combat music.
5. Team (and all?) chat in the loading screen. Again, world in conflict did this, and it was great to be able to talk to your team to get some basic plans down. WiC had all-chat since it was a round-based game that would rotate maps similar to an FPS-game server.
6. "Stay as Team" and "Rematch" votes at the end of a match. The former invites "yes" voting players to a lobby, just like the current friend invite system, the later creates a custom lobby and invites everyone if they all vote yes (Overwatch does the former, CSGO does the later).
7. A very discounted or free "starter" edition (probably post-launch), which gives players limited access. For example, it could give access to 2v2 and 4v4 on a select few maps, and a fixed loadout of commanders/bulletins. It could be useful to get friends to try the game, since $60 can be a lot to ask for a niche genre.

Yeah, right? At the conference they said that the formed a new studio for AOE ( World's End or Ends).
What is Relics role now?
Weird stuff, at the end of the trailer, you can (still) see the Relic logo.

WTF?????

P.S. I did not get hyped from what I saw. I guess I was expecting something else, different Era maybe,
I don't know. I hope they make a good game anyway.

P.S.2 Maybe that means that Relic will soon reveal COH3? Hype

Earlier this year, we announced that Age of Empires now has a dedicated studio as part of the Xbox Game Studios family. Today, we unveiled that our studio, led by Shannon Loftis, is named World’s Edge. Spanning multiple disciplines, our team of seasoned game developers is directing, guiding, innovating and caring for the legacy of Age of Empires. Working alongside development partners, we’re breathing new life into our previous titles with Definitive Editions like Age of Empires II: Definitive Edition launching today, as well as working on Age’s next chapter, Age of Empires IV.
Source: https://news.xbox.com/en-us/2019/11/14/x019-age-of-empires-update/

We know since April 2018 for sure that Relic works on another game but they didn't spit it out. ^^

r_benb : We have two projects in progress right now with teams who are really determined to prove our way forward with new ways of working. The plan is to show you that progress as those games progress, rather than tell you what it's going to be like today. Actions louder than words, and all that.
Source: https://community.dawnofwar.com/discussion/comment/85905#Comment_85905